Henrik Rydgård and GitHub
7a6489ebb4
Merge pull request #12905 from unknownbrackets/postshader
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Allow chained post-processing shaders
2020-05-17 16:09:05 +02:00
Henrik Rydgård and GitHub
8491a674e2
Merge pull request #12914 from unknownbrackets/arm64jit
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Switch: Be more consistent about writable code pointers
2020-05-17 12:17:00 +02:00
Unknown W. Brackets
7910b4029a
arm64jit: Track writable and non-writable pointers.
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Switch uses different memory regions. We can handle this, might as well
cleanup some const abuse.
2020-05-17 00:15:12 -07:00
Unknown W. Brackets
5a5af3871f
GPU: Fix an overflow loading old save states.
2020-05-16 23:49:45 -07:00
Unknown W. Brackets
d88099e701
GLES: Specify buffer type just to be safe.
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Probably doesn't matter, but maybe some drivers take it as a hint?
2020-05-16 23:48:56 -07:00
Unknown W. Brackets
cb739fc0b9
GPU: Allow each shader in chain to have settings.
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It'll be up to the author to make the setting names make sense, though.
They'll show from first shader to last.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
ff68a0d50f
UI: Translate shader setting names.
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Also, only save settings in ini that have names.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
1e0c5db3a9
GPU: Keep last output size in chained postshaders.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
978aa89768
GPU: Prevent infinite loops in postshader chains.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
8a626dffc5
GPU: Force nearest only for the upscaling filter.
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So, if we upscale and then apply an effect, we won't use nearest on that
effect.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
d9195c68b3
GPU: Move calculating render res to presentation.
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Since it best understands what the first postshader wants.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
477e988a68
GPU: Allow postshaders to have parents.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
b79ecc159f
GPU: Update postshader uniforms for each.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
2d8ea9576a
GPU: Process all postshader pipelines.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
5612f9b0af
GPU: Cleanup a comment, we use shorts now.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
31ffbbf44f
GPU: Move things around to be per postshader.
2020-05-16 12:04:36 -07:00
Henrik Rydgård and GitHub
67ab51bb90
Merge pull request #12901 from iota97/postshader-setting
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Post shader setting uniform
2020-05-16 21:01:23 +02:00
sum2012
fbc2bf116d
oop
2020-05-16 21:42:27 +08:00
sum2012
54ffe9b235
Fix "Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256"
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Fix #11660
based from
https://github.com/jpcsp/jpcsp/commit/f9a116f78a939f27440e5edd5fd0c70cddc78537
the varable name is differcult from jpcsp,so that I translate wrong.
2020-05-16 21:34:55 +08:00
Henrik Rydgård
a63706925f
Very minor optimization in PresentationCommon (don't upload the indices every frame).
2020-05-16 14:56:38 +02:00
iota97
b07874cd00
Fix per game setting and pack setting in vec4
2020-05-16 09:27:53 +02:00
iota97
a666635fa2
Post shader setting uniform
2020-05-15 18:08:52 +02:00
Henrik Rydgård
4bf92a66c5
Thin3D: use 16-bit indices. Fixes #12898 .
2020-05-15 18:07:07 +02:00
Unknown W. Brackets
192198ef3b
GPU: Oops, don't skip copy if stride different.
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Should've tested that change better, but wanted the mip level fix...
2020-05-14 18:45:06 -07:00
Henrik Rydgård
864d138cd9
Fix DarkStalkers after the just-merged refactoring.
2020-05-14 23:28:37 +02:00
Unknown W. Brackets
8b4821bc05
Draw: Small optimization to callback.
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This allows the callback to say "I didn't copy, please copy for me." This
helps when additional conversions will be applied during the copy, or a
copy can be skipped.
Also, fixed a couple cases of the wrong mip level being used.
2020-05-13 20:30:24 -07:00
Unknown W. Brackets
7024a2877d
GPU: Take A off RGB565 conversion funcs.
2020-05-13 18:17:58 -07:00
Unknown W. Brackets
203da7d6e1
GPU: Use texclamp for postshader/present draw.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets
22e46b51c2
GPU: Centralize DestroyAllFBOs().
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This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets
03e3a935da
GPU: Cleanup presentation flipping a bit.
2020-05-13 18:11:25 -07:00
Unknown W. Brackets
884a64b932
GPU: Cleanup skip buffer texture draws.
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These will be used when a game does multiple transfers from RAM to the
screen, rather than one big one. Wasn't clearing some state, though.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
6b251dac4c
GPU: Simplify direct render when skipping buffers.
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This may have been uploading twice before, so there may be a small
performance improvement in some games now.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
a41fbb9225
softgpu: Fix postshader on 5551.
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This also fixes rendering on Windows 7 Direct3D 11.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
2faab0e082
GPU: Use postshader for direct VRAM draws again.
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Also centralize the pixel texture code while at it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
762b656ea2
GPU: Use a texture directly for MakePixelTexture.
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This makes it easier to do things with it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
2653e50200
softgpu: Avoid RB swizzle when using a postshader.
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So that it can post-process correctly.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
d4f4e87e66
Vulkan: Correct postshader sampler binding.
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This was causing a lost device.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
3aa8287b74
softgpu: Enable postshader support.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
0e5b17eb9c
GLES: Fix reuse of vertex data buffer.
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Direct3D 11 and OpenGL had some issues with this being reused for both
renders. Caused OpenGL to appear flipped.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
fa6544b737
GPU: Cleanup leftover postshader stuff.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
cb94487a16
GPU: Move post shader handling to new class.
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Currently, Vulkan is not working properly and direct (RAM -> output) is
not hooked up. But in general, it works.
2020-05-13 18:10:06 -07:00
Unknown W. Brackets
d17c5b30e1
D3D9: Enable postprocessing of post shaders.
2020-05-13 18:07:25 -07:00
Unknown W. Brackets
0b26eaaa7a
GPU: Move a bit more to new display approach.
2020-05-13 18:07:25 -07:00
Unknown W. Brackets
57bd88fc33
softgpu: Allow display rotation.
2020-05-13 18:07:25 -07:00
Unknown W. Brackets
a03e368566
GPU: Move cardboard/etc. to PresentationCommon.
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Now this works on softgpu as well.
Some hacks for backend differences...
2020-05-13 18:07:25 -07:00
Unknown W. Brackets
d39b0bdca2
GPU: Split FramebufferCommon into two classes.
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Only some things moved over so far.
FramebufferCommon does too much, we want to share it with softgpu without
all the buffer management stuff.
2020-05-13 18:07:22 -07:00
Unknown W. Brackets
1b9440611a
softgpu: Fix texture overlap.
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Mainly happened when we had wide textures and split them up between GPUs.
2020-05-13 17:53:00 -07:00
Henrik Rydgård and GitHub
009efa5c58
Merge pull request #12889 from sum2012/gpu-minor
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Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256
2020-05-13 23:25:56 +02:00
Unknown W. Brackets
a2b99e23d2
GPU: Handle buffer overhead in postshader uniforms.
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Framebuffers may be temporarily larger than the estimated width, because
we estimate different sizes for them and resizing is expensive.
This moves accounting for that to texelDelta instead of pixelDelta.
2020-05-13 08:39:50 -07:00
sum2012
c7e58a79e3
Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256
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thanks gid15
2020-05-12 21:30:25 +08:00